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Excellent. Maybe that'll even help ease people into the game. They might recognize El Fuerte's voice in an incompetent breast sommelier's body and Ragna's voice in a dapper demon butler's body. Edit: Shame about the size of the cast though. I was honestly expecting George and Jessica to be playable, all things considered.
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Ange is 18, even. As for the sound novels, EP1-6 have a full English translation, and EP7 has a partial translation (16%, with a 50% one due within the next week or two).
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The presence of certain characters in the OP seems to imply that this game might cover some of Chiru, but to what extent I'm not sure. I'm still crossing my fingers that a certain EP7 character will be playable, if not in this version then hopefully a later one, should it be good enough to warrant it. People that have read EP7 can probably guess who I'm talking about. Mhmm, 07th Expansion themselves refer to it as a sound novel (it's even says so on the box art). They know where their strengths lie.
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Language barriers mean nothing, it's all about having love.
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Damege is totally fine if you just try to justify it as "Dame"ge. Ah, it's useless, it's all useless.
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Posts moved because VR-Raiden has a good point. Even if the 3C hits at max range, a 2B, 5C relaunch will get the job done.
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Then Barrier Guard. Push him out so that he has to dash and put himself at risk if he wants to try again. If he does, put a 5B in his face, then you can start getting aggressive.
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If you're not in a bad way health wise, I'd say end it with 22C, then RC and do dash 3C, 22C if you want the extra damage. That way you've got 22C oki, and if you spend the meter it'll do a tiny bit more damage too.
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I think Beautiful Death was wondering would would happen if Hell's Fang connected during its later active frames (hence bringing up long distance pokes), as opposed to an outright lack of understanding frame data. That said, Hell's Fang differs from most moves in that its active frames cease the moment it connects, so its frame disadvantage won't alter based on how late the move connects.
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Posts moved to General Discussion because I don't really think the combos thread was quite the right place for them. But yeah, there's a reason I first brought that up in the "LET'S GET DUMB.TXT" thread.
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Speaking of that Kakato Otoshi, Belial Edge shenanigan, during casuals at SVB I was RCing Kakato Otoshi for the purpose of connecting with a Belial Edge to either force an emergency tech for oki or land a blue beat 22C. It's a slightly weaker version of the Belial Edge, 3C true oki. To add to the shenanigans, now for the PERFECT "WHEN THE PLANETS ALIGN" NEVER HAPPEN SCENARIO (warning: does not work against smart players). You've whittled down your opponent's Guard Primers to one. Because of the fear of getting guard broken, you catch them in a throw, enter Blood Kain, and do a combo to regain your meter. You make sure it ends with something that gives you free reign after the combo, like 3C or 22C. Now, you prepare a meaty Hell's Fang. They start using Barrier out of fear of Tsuika guard breaking them (this is where a better player would either wait for the Tsuika itself or just IB or Instant Barrier instead). RC the Hell's Fang, and go straight for Yami ni Kuwarero. With the extra block stun from entering Barrier, they won't be able to escape it resourceless.
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It's because their P2's are the opposite, so the overall proration turns out the same.
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(corner) 2C, 236B (RC), 2C, 6B, 2C, 6C, 2C (JC), j.214B, 5D, dash [w]5B, [w]236B, delay [w]j.236A, [w]j.236B, [w]7C, [w]j.B (x2), [w]5D~5B, 632146D Damage: 9082 No Counter Hit required or anything, although if for... some reason beyond my understand, someone's jumping at you while near the corner, an early CH 2C on an airborne opponent will let you land the 236B and continue the combo as normal. Spends 100% Heat, but earns 50% in the process. Doesn't work against Arakune. Edit: Edited based on Seyluun's response. Note that if you have Wolf Gauge to begin with, unless you only have a couple of pixels of it at the start of the combo, using 3D after j.214B won't result in it becoming fully depleted by the end of the combo. Not only that, but 632146D will also completely fill the Wolf Gauge if it hasn't already been fully depleted. Waiting to land after the j.214B and then pressing 5D makes the combo a little tighter, but eliminates the risk that would otherwise occur if the combo started with only said couple of pixels.
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Untechable time is determined by combo proration, that's why combos drop much earlier if they start off something like a 5A or 2A.
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You're probably just trying to dash too early, it's a common issue. CH 214A gives you plenty of time to act, so wait until it's clear that Ragna has recovered before inputting the dash. Don't know what to tell you there, it's just a case of timing. Dash cancel as soon as the second hit of 5D connects, then do another 5D as soon as you recover from the dash. Also, it should go without saying, but make sure you're close when you land the Fatal Counter. Odds are good that you've already taken advantage of it many times before now, but you just haven't realised. It's helpful on a mostly subliminal level. The most overt use for it is generally comboing off of something that takes a while to recover from. 3C/2D into 2B, 5C or 22C into 5B, for instance.
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j.C does more damage and prorates better than j.D. j.D has the least life drain of any of Ragna's Soul Eater moves anyway.
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If anything, I find that it's a very lazy delay. You're just landing from Belial Edge and it's like "Err... now."
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If you're referring to the standard double Belial Edge combo, it is possible. You need to land the 6D as low as possible. I think it's a 1-framer, but don't quote me on that.
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Little bit of Column A, little bit of Column B. Also, 6A has a better P2 rating and significantly longer untechable time. Basically, you only use 5C when 6A won't reach. On another note, I finally improved the damage of the combo I put up like a week or two ago, and then in the same day, there's a Japanese video with the same basic idea and pretty much the exact same second half of the combo, but the opening hits prorate much better and improve the final damage by like 300 over what I had. Needless to say, I was like "FFFFF-"
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Now for a write-up on the recently discovered 9.7k combo, only this time without infinite Blood Kain. (mid-screen to corner) 214214D, FC 2C, [6D, delay j.D (whiff)] x2, 6D (delay JC), delay j.D, 6D, delay j.D (whiff), hj.D (delay JC), j.D, delay j.214C, 6D, delay j.D (whiff), 5D (1 hit), 623D -> immediate 236C -> immediate 214D, falling j.D, 5D (1 hit), delay 22C, dash 5B, 3C, 22C, dash 5B, 3C, 22C (RC), dash 5D (1st hit), 22C (RC), dash 3C, 22C Damage: 9834 Spends 150% Heat, earning 83-84% of it in the process. Works on Rachel, Taokaka, Tager and Haku-Men. The beginning is pretty standard stuff, but delaying the 6Ds ever so slightly so that the opponent is lower than normal is essential to landing the first j.D and following 6D. Even if you time the 6Ds perfectly, the first j.D may prove troublesome at first. I find it works best if you delay the Jump Cancel for a while, then go for the j.D right as you hit max height so that it lands just as you begin to drop. As with the 9k combo, for the hj.D (delay JC), j.D, do a forward jump then a neutral jump mid-screen, and do any kind of jump into a backwards jump in the corner. Belial Edge can be a bit temperamental with its amount of hits here, but I haven't found a way to consistently get the most hits out of it. I'm sure the extra 58 damage won't come at a huge loss anyway. Now, normally you'd want to do the following 6D straight away to catch the 5D (1st hit) at max height, but strangely it seems that contrary to the usual tactic of trying to land it as high as possible to increase the time it takes for the opponent to land after the Kakato Otoshi, in this situation it is just as effective if not more so to wait it out a little before landing the 6D. Landing the falling j.D can be a huge pain, even more so than the 9.4k combo, due to all the extra hits. As before, try to throw it out as low as possible, and hope that the game feels like letting you land it. If all goes well, during the 5D (1 hit) immediately after that, try to time the 22C so that it connects right before the second hit of 5D becomes active. The rest of the combo involves dashing 5Bs, which honestly should be a breath of fresh air at this point. Although I find that consistency with dashing links drop considerably after a massively long combo, because you get to anxious. Just cool down and it'll happen of its own accord.
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Yup, it's even covered in the Frequently Asked Questions.
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I know it doesn't have that Hell's Fang in, but a quick test off the same starter got me the following combo:- FC 2C, 3C, 632146D, dash 2C, 5D (DC), 6A (HJC), j.C (JC), j.C, j.214C, dash 5D, 22C, dash 5B, 3C, 22C 5796 damage. Works on the usual troublemakers, so I suspect it'll work on everyone. You just need to delay the Belial Edge ever so slightly to fix the height against some characters. You can up the damage to 5959 if you land a 5D (1st hit) before the Carnage Scissor, but it doesn't work on everyone, at least not well.
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Ah, that would be great, thanks.
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Alright, due to how often people have asked for help with this, the dash 5B issue has now been added to the Frequently Asked Questions section of the Ragna 101 thread. I'll leave the thread alone for while in case someone else has something pertinent to add, then I'll merge it into General Discussion.
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Hmm, the poll seems to be a result of me merging lon3_pr1nny's thread into this one. I can't remove it without admin privileges either. Welp. Don't forget to check the Ragna 101 thread, as that may have the answers you're looking for.
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